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Author Topic: PF-erized Expedition to Castle Ravenloft  (Read 5034 times)

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Offline LisztesFerencTopic starter

PF-erized Expedition to Castle Ravenloft
« on: January 15, 2016, 02:14:42 PM »
  Okay, so this game got its own thread. I will be hopefully be running an Expedition to Castle Ravenloft game converted to the PF system with a party of 4-6 players, I think I have 3 so far.

  Useful information you probably already know/guessed: this module is undead heavy, though by no means will they be your only opponent. This game draws elements of horror, but it’s still a D&D/PF game. No effort is made to split the party, no fucking with divination spells or the like.
  Side note for people coming over from 3.5 – In PF, undead are not immune to precision damage, and clerics deal damage to undead instead of turning them. There’s other changes but these are the most relevant.

-----------------------------------------------------------------------------------------

  Character generation:
Starting level: 6
For HP: Maximum at first level, then roll with the following -
                   d6 - reroll all 1s
                   d8 - reroll all 1s and 2s
                   d10 - reroll all 1s, 2s and 3s
                   d12 - reroll all 1s, 2s, 3s and 4s
Point buy: Standard fantasy (15)
Standard wealth.
Two Traits and one Drawback (So east character will have at least 1 drawback). You may take one additional drawback for a third trait.
Sources permitted: PF. I will consider on request third part, 3.5 stuff and homebrew.
This game will use Taint rules from Heroes of Horror, but unless you wish other you’re character will start taint free, so there’s plenty of time to worry about that later.
This game will use the Background Skills optional rules, which can be found here: http://www.d20pfsrd.com/skills/background-skills
The short version is you get 10 extra skill points that can only be used on the following skills (including 2 new ones):

Appraise
Artistry (int) - Creating something artistic not covered by craft or perform, such as writing a song or play or criticism of another's work.
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics
Lore (int, trained only) - A more specific knowledge. Possible categories include a specific monastery, a single, small settlement, the spice trade, tea or frost griant.
Perform
Profession
Sleight of Hand

-----------------------------------------------------------------------------------------

  What starts it all off:
  You receive a letter from a rather unhelpful messenger who was paid to deliver it and not to care, which asked you to head to the town of Barovia. The module acknowledges this is a rather thread bare motivations and offers alternatives: breaking a smuggling ring that operates through Barovia (it’s also the name of the realm), finding a missing person, rumours of a powerful undead slaying artifact being hidden there or the Lighbringingers (an undead hunting organizations) requesting assistance.
  You will need to know each other as a party and I’d like most of you to have adventured together before. One or two new arrivals is fine though.

-----------------------------------------------------------------------------------------

  So, module specific stuff (or at least, the ones that are available to you from the get go):

Enduring Life
Benefit: Whenever you would gain a negative energy level, you can ignore the penalty and other associated ill effects for a number of minutes equal to your constitution modifier (minimum 1).
Furthermore, you gain +4 bonus on fortitude saves to remove negative energy levels.

Lasting Life
Prerequisites: Endurance, Enduring Life
Benefit: Once per round as a standard action, you can attempt to remove each negative energy level from yourself with a will save (DC 10 + 1/2 attacker's HD + attacker's Cha mod). Roll separately for each negative energy level you have. If you fail to remove some or all of your negative energy levels, you may try again next round.

-----------------------------------------------------------------------------------------

Alchemical Flare Bolt - The function as silver crossbow bolts against any foe save for corporeal undead, against which the silver tip, blended with phosferus and garlic, deals an additional 1d6 points of fire damage.
Cost: 150gp for 10, Craft DC: 20

Alchemical Flare Stakes - These function as daggers that are consumed after one attack against any opponent save for corporeal undead, against which the weapon is left embedded, dealing 1d6 fire damage on the initial attack and subsequent rounds until it is pulled free, a standard action that provokes an AoO.
Cost: 150gp for 10, Craft DC: 20

Alchemical Sun Flash – Alchemist fire that in the moment of use also glows with the light of a true sun. Creatures with light sensitivity or blindness are dazzled for 1 round, and creatures with daylight powerlessness are staggered. Neither effect offers a save.
Cost: 50gp, Craft DC: 25

Alchemical Vampire Repellant –Garlic perfume applied as a standard action, this keeps vampires and their spawn at bay as if a holy symbol were presented for 10 rounds.
Cost: 125g, Craft DC: 25

Ghost Touch Oil – Give a medium (or smaller) sized weapon ghost touch for 1 minute. Apply as a full-round action that provokes an attack of opportunity. Larger than medium weapons require more than 1 dose.
Cost: 500g, Craft DC: 25

Ipecac – Induces vomiting, nauseating you for 1d4 rounds unless you can succeed on a DC: 11 fortitude save (which you can voluntary fail when taking it yourself). Using ipecac gives you a +5 bonus to fortitude saves against ingested poisons for 1 minute. One vial contains 10 doses.
Cost: 125g, Craft DC: 25

Lichbane – An injury poison that effects only undead, lichbane deals 1 point of Intelligence, Wisdom and Charisma damage/round, DC: 17 fortitude save, cure 2 saves. In addition, the first (and only) point of damage inflicted by a dose of lichbane becomes permanent drain instead. A single dose of lichbane can coast a weapon of medium size or smaller, larger weapons will require multiple doses.
Cost: 650g, Craft DC: 25

-----------------------------------------------------------------------------------------

  Rulings so far:
A spiked shield's damage type
Path of War is approved as a source, though I may tweek indevidual maneuvres (like Steel Furry Strike)
« Last Edit: June 16, 2016, 04:45:35 AM by LisztesFerenc »

Online Chulanowa

Re: PF-erized Expedition to Castle Ravenloft
« Reply #1 on: January 15, 2016, 02:18:34 PM »
Totally down  ;D

Allowing all races / classes? I would imagine that with the themes of Ravenloft you're looking for "neutral nd above' on the alignment chart?

Offline LisztesFerencTopic starter

Re: PF-erized Expedition to Castle Ravenloft
« Reply #2 on: January 15, 2016, 02:35:28 PM »
  I'm actually not too fussed. As noted before, this isn't the demiplane of Ravenloft, so the "evil is punished, this is a prison for the sinful" is at the very least played down if not outright dropped. As long as the party will stick together and follow the basic assumption of the plot I don't mind what aliment everyone is.
« Last Edit: January 15, 2016, 10:05:10 PM by LisztesFerenc »

Offline PhantomPistoleer

Re: PF-erized Expedition to Castle Ravenloft
« Reply #3 on: January 15, 2016, 02:37:06 PM »
Again, I present the lawful good cleric.



Hector, Priest of Melani
Character Sheet


Brief Character Description: Hector is a good man from a good family.  He has distinguished himself as a competent battle healer in hostile environments during various foreign wars.  He suffers from depression due to his past failures on the healing bench and often struggles to keep composure.

Function:  Hector is a healing specialist with a high AC.  He works best against undead.  At a +5 to attack, Hector might be the least competent warrior on the battlefield.

Offline Blinkin

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Re: PF-erized Expedition to Castle Ravenloft
« Reply #4 on: January 15, 2016, 02:57:15 PM »
As mentioned, I'll have a character up sometime tomorrow. A LN Swashbuckler/bard.

Online TheGlyphstone

Re: PF-erized Expedition to Castle Ravenloft
« Reply #5 on: January 15, 2016, 08:14:56 PM »
You mean this "isn't" the demiplane of Ravenloft, right? Those two letters make all the difference here.

Anyways, I've got a LG Tiefling Warder mechanically crunched out, I just need to fill in his backstory and give him a name.

Offline PhantomPistoleer

Re: PF-erized Expedition to Castle Ravenloft
« Reply #6 on: January 15, 2016, 09:17:23 PM »
You mean this "isn't" the demiplane of Ravenloft, right? Those two letters make all the difference here.

Anyways, I've got a LG Tiefling Warder mechanically crunched out, I just need to fill in his backstory and give him a name.

The Warder class is -sick-!  I'm so pleased that you're the first in line to get chopped up and not me.

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Re: PF-erized Expedition to Castle Ravenloft
« Reply #7 on: January 16, 2016, 04:48:20 AM »
If you still have openings, perhaps I could bring an Alchemist concept to the table? 

S/he would make use of some of those alchemical artifacts you mention above to hunt the things that go bump in the night.  S/he will also make use of a crossbow. 

Are you still going for 15 point buy?  *Sweat drop* 

i think I can work with that for an alchemist... 

Do we have a gender spread yet? 

Do you think there'll be any eroticism involved? 

Offline LisztesFerencTopic starter

Re: PF-erized Expedition to Castle Ravenloft
« Reply #8 on: January 16, 2016, 09:02:07 AM »
You mean this "isn't" the demiplane of Ravenloft, right? Those two letters make all the difference here.

  Oops. Yeah, that what I meant.

  There still room in this game yes, I'm not quite sure what the gender spread is though. There should be some chances for eroticism.

Online Chulanowa

Re: PF-erized Expedition to Castle Ravenloft
« Reply #9 on: January 16, 2016, 10:54:19 AM »
Are you still going for 15 point buy?  *Sweat drop* 

The trick to 15 point-buy is to go for a race that already has the stats your class wants. I recently tried to make a Gnome investigator on 15 point-buy. Talk about pain.

Offline Blinkin

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Re: PF-erized Expedition to Castle Ravenloft
« Reply #10 on: January 16, 2016, 10:58:46 AM »
Name: Lydia Lovelady
Age: 26
Sex: Female
Race: Half-Elf
Class: Swashbuckler (Inspired Blade)/Bard (Archeologist)
Level: 5/1

Physical Description:

Lydia is a striking woman with deep, fiery red hair  that falls in waves to just below her shoulders around an oval face dominated by bright, intelligent emerald green eyes and full, kissable lips. Straight, red eyebrows and a narrow, slightly upturned nose in a lightly tanned complexion complete the visage of a truly attractive young woman.

A long, slender neck, feminine shoulders and perky, well formed breasts flow into a taunt waistline before flaring out again into well rounded hips and a lovely, tight rear. Lean, long legs and rounded arms competes the image. Most often dressed in a loose tunic that’s tucked into well fitted trousers that hugs her hips, a well worn pair of turned down boots with a sash about her waist, the rapier at her right side seems almost like an afterthought… but clearly has been well used. When she strikes that defiant pose, hip cocked to one side and arms crossed under her breasts… only a smile that lights up a room gives away the flirt that resides inside.

Personality:

Lydia is a complicated and sometimes conflicted woman. In her heart, she’s a fiercely loyal and passionate woman. On the other side, she ranges from an almost girlish quality in humor and flirting to a no-non-sense, sometimes ruthless fighter. When you’re a friend, you’re a friend for life… When you’re an enemy… well, enjoy what time you may have left.

When Lydia loves, she loves with everything; but has been taught to take life as it comes and live it with equal passion. Prone to occasional bad puns, off color jokes and snippy remarks at the most inopportune moments gives her a charm that is hard to resist. She would rather talk her way out of trouble than fight it when possible, but is more than willing to use force when necessary.

Background:

What Lydia will admit about her past is little and vague, making it plain that she has something to hide. What exactly that may be could be just about anything. But, below is what might be generally known about her by anyone who might have reason to know her.

Born the youngest and only daughter of 3, Lydia’s parents were prosperous merchants with strong ties to the sea. Even at a young age, the admitted apple of her father’s eye had a will that should of gotten her punished far more than she was. Spoiled, yes, but not a brat, she often had her way when she really wanted it… and she quickly decided that she wanted the water; the one thing that was denied her when her oldest brother died at sea when she was only 7 years old.

A native of a port city, Lydia is quite familiar with shipyards and docks due to her family’s business interest and she has often snuck out to explore these locations on her own little adventures with her remaining brother. While the death of their older brother was a difficult blow for them to overcome, they found solace with each other and the relationship became quite strong between brother and sister.

At around the time of her 10th birthday, Lydia was betrothed to a boy 3 years older than she in what should have proven to be a beneficual marriage for both families. Lydia, of course, threw all of her not inconsiderable will into resisting the entire idea and actively worked to break the engagement. Even though she wouldn’t have to deal with the engagement for several years yet, she had other plans in mind... including avenging the death of her brother.

When Lydia turned 15, she met a young officer who worked on one of the family ships. Lydia was immediately smitten by the handsome rogue and a scandal was born. When her parents denied her to see her love interest again, naturally, she ran off and got married! That solved 3 problems rather neatly, she thought, and she couldn’t be happier! True, she was a bit young to marry, but the breaking of the betrothal contract, the ability to spend all of the time that she desired with her new husband and refusing her parent’s decrees all had their place in her bold decision. On the other side of the scale, the young officer was fired and her inheritance (minus the already established dowry) was cut off. But, the not inconsiderable dowry provided them with a small, but sturdy ship and a small residence in a reasonable part of the city. The romance continued for nearly 3 years as her husband plied the waters between the ports of the Inner Sea and they started to build a reputation as reliable cargo haulers. Lydia spent her time at sea, and to pass the hours, began to learn the art of sword-play from her heart’s-love and as a result, became a reasonably talented fencer in her own right.

It came as both a surprise, and not unexpectedly, just after Lydia turned 16, that she was with child… After all, all of those lonely nights on board a ship led to a lot of love-making. It was agreed, reluctantly, that Lydia would remain at home during her pregnancy and the first couple of years of the baby’s growth, and then the family would reunite on a new ship being planned for the following year. Ironically, Lydia lost both her husband and baby on the same day a few months later. Her husband, Captain Lovelady, died at the hands of pirate’s intent on taking his cargo… the baby to simple accident. Lydia was never quite the same after that.

With little left to her, as soon as Lydia was recovered, she took up her husband’s sword, which had been recovered, and set out to sink the pirate ship via any means necessary… by the time that she was 18, she had achieved her goal, but had nothing left to keep her going on an emotional level; the vengeance had burned her out emotionally.

For a short while, she worked as a barmaid in a dock-side tavern and over the next few months, rebuilt herself and began to enjoy life again… but she still had an itch to see the world and a determination to do so. It was during this time that she fell into a relationship with an old rogue who showed her some of the tricks of his own trade in exchange for her companionship. While not the man she had once loved, she morned the day that he was hanged for robbing a merchant family involved in shipping.

It was only a short time later that she fell into a group of adventurers with a decidedly leaning toward the dangerous and exciting… she was once again finding her joy for life.


Mechanics
Name: Lydia Lovelady   Player: Blinkin
Race: Half-Elf            Sex: Female
Class: Swashbuckler-Inspired Blade/Bard-archeologist
Favored Class: Swashbuckler/bard
Level: 5/1            EXP: 000
Alignment: LN         Next Level: 2,000

Age: 26            height: 5’10
Measurements: 34C-27-35            Weight: 165 lbs

Ability Scores:
STR:   11 (+1) Carry: L: 38, M: 76, H: 115
DEX:16    (+3)
CON:12    (+1)
INT:   10 (+0)
WIS:   10 +0)
CHA:16    (+3)

Saving Throws:         Combat:
Fort:   +2      HP: 52/52
Reflex:   +9   Init: +7
Will:   +5      Speed: 40’

Offense:            Defense:
BAB:   +5         AC:      21
TAB:   +11         AC (Touch):    15
Range:   +9         AC (Flatfoot):   16
CMB:+5         CMD: +21

Class Skills: (4 per level)
Total   Skill (CS+Ability+Modif.+SR)

14   Acrobatics (DEX (3+3+2+6)
9      Bluff (CHR) (3+4+0+2)
9   Diplomacy(CHA) (3+4+0+2)
12   Disable Device (DEX) (3+3+3+3)
5   Knowledge; Engineering (INT) (3+0+1+1)
5   Knowledge (INT) (3+0+1+1)
5   knowledge; Geography (INT) (3+0+1+1)
5   Knowledge; History (INT) (3+0+1+1)
5   Knowledge; Local (INT) (3+0+1+1)
5   Knowledge; Nobility (INT) (3+0+1+1)
5   Linguistics (INT) (3+0+0+2)
11      Perception(WIS) (3+0+2+6)
4   Profession; Sailor (WIS) (3+0+0+1)
9   Sense Motive (CHA) (3+4+0+2)
8   Sleight of Hand (DEX) (3+3+0+2)
10   Stealth) (DEX) (3+3+0+4)

Languages: Common, Elven, Draconic, Goblin, Undercommon, Giant, Sylvan

Feats:
(RF=Racial Feature, CF=Class Feature)

   1st Level
Fencer’s Grace: Add  Dex mod to damage instead of STR, +2 to CMD vs disarm
CF -   Deeds: Daring Do, Dodging Panache, Opportune parry & repost
CF -   Inspired Finesse: Weapon Finesse & Weapon focus; Rapiers bonus Feat
CF -   Weapon Focus; Rapier: +1 to Attacks with rapier. (From Inspired Finesse)
CF -   Inspired Panache (7): Points to perform deeds equal to CHA+INT mods
   Level 2 (Bard 1st)
CF -   Archaeologist Luck: +1 to att, dam &saves and skill checks 7 rds/days as sft act.
CF -   Bardic Knowledge:+1 to knowledge checks and may use untrained.
CF -   Cantrips:  0th level spells
   Level 3: (Swashbuckler 2)
Combat Reflexes: 3 additional AOO’s per round
CF -   Charmed Life 3xday: Add Charisma Mod to Saving Throws.
   Level 4 (Swashbuckler 3):
CF -   Deeds: Kip-Up, Menacing Swordplay, Precise Strike, Swashbucklers Init
CF -   Nimble +1: +1 Dodge Bonus
   Level 5 (Swashbuckler 4):
   Mobility: +4 to AC vs AOO’s.
CF -   Dodge: +1 to AC dodge bonus
Level 6 (Swashbuckler 5):
CF -   Rapier Weapon Training +1: +1 Attack & +2Damage+ Improved Crit w/ rapier

Traits/racial traits:
Ability Racial Modification: +2 to any one ability score.
Dual Minded: +2 to Will saves. Replaces Adaptable.
Elf Blood: Counts as both elves and humans for racial effects.
Elven Immunities: Immune to sleep, +2 vs enchantments.
Keen Senses: +2 to perception checks.
Multitalented: Gains 2 favored classes.
Racial Senses; Low-light vision: Sees twice as far as humans in dim light.
   Favored Class: ¼ Panache point per level. (1)
Favored Class; Bard:
Bard; Cantrips (4): Light, Mage Hand, Message, Spark
Bard: 1st level spells (2x day): Charm Person or Cure Light Wound
Drawback
   Overprotective: -2 to attack and skill checks if 10+’ from a fallen ally.
Traits:
Vagabon Child: +1 to disable device and is a class skill
   Elven Reflexes: +2 Initiative.

Spells per day:
0th Level: 4
1st Level: 2

Coin:         wt:
   PP:   8   .40
GP:   1   .05
SP:    8   .40
CP:    0   0
Total GP:81.8      .85 lbs
Other Valuables:

Equipment:
+1 Rapier: 2,320 GP
Dam: 1D6+11   Crit: 15-20 X2   Wt: 3
Mithral Dagger (x2): 1,004 gp
Dam:1d4+9   Crit: 19-20(x2)   Wt: 1   rng: 10’
Prehensile Whip: 2501 gp (Non-lethal, range, +3 trip, disarm)
Dam: 1D3+12   Crit: x2   Wt: 2   Rng: 20’
   +1 Darkwood Buckler: 1,205 GP
AC: +2   DEX --:   Skill: -0   Spell: 5%   wt: 2.5
+1 Darkleaf Studded Leather: 1,775 gp
AC: +4   DEX +7:   Skill: -0   Spell: 5%   wt: 120
Weapon/Armor Weight: 18.5

Item            Cost   Weight   Notes:
Boots of Striding:      2,500   1 (+10’ base speed, +5 jump)
Handy Haversack:      2,000   5
Ioun Torch:      75   1
Ring of Tumbling:      2,500   neg (+5 to tumbling)
Bedroll:         .2   5
Canteen:         2   1
Clothing, Travelers outfit:   0   1
Gloves, sharkskin:      6   1 (+2 Acrobatics/climb, -2 CMD vs disarm)
Grappling Hook:   5   1
Pouch, belt:         1   .5
Rations (x8):         4   4
Rope, Silk (50’)      10   5
Wrist Sheath (Spring)(2):   10   2 (2 daggers)
   Total Weight: 29.85 lbs (Light)

« Last Edit: January 21, 2016, 05:01:23 AM by Blinkin »

Offline Veinexes

Re: PF-erized Expedition to Castle Ravenloft
« Reply #11 on: January 17, 2016, 12:22:45 AM »
I've actually gone through this one a bit at least to the point of being chased through town a bunch by hordes of zombie, anyways I'll get my sheet up soon. working on it right now.

Online Chulanowa

Re: PF-erized Expedition to Castle Ravenloft
« Reply #12 on: January 17, 2016, 01:05:26 AM »
Well, with our Cleric throwing positive energy out like he's a new age self-help program, I guess paladin would just b overkill. so... i'm going to be looking at something... oddball. Like a goblin kinecticist. Or a dwarf necromancer. something you don't see a lot of. or any of, as the case may be.

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Re: PF-erized Expedition to Castle Ravenloft
« Reply #13 on: January 17, 2016, 07:03:02 AM »
Oh!  Liztech, I don't suppose you'd let us use background skill rules? 

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Re: PF-erized Expedition to Castle Ravenloft
« Reply #14 on: January 17, 2016, 10:21:33 AM »
  Trying to choose an image.  Which one I  use will have a lot of influence on the history I build--maybe the capablities too. 

  Can anyone help? 

  Blinkin, both are busty elf girls--big surprise there, right?  The concept is basicly an undead hunting alchemist.  They boht have purple eyes. 



  This first one is a little bit anime in it's art style.  She has a pink complexion and honey gold hair with a purple forelock.  She wears a golden starburst pendant--might be a holy symbol--on a collar wide enoguh to complicate drinking blood from her throat.  She wears big saphire earings and a scoop necked turquioise top. 


  This second one has a more bronzed complexion intriciate golden facial tatoos.  Her hair is platinum blond, and her eyes more clearly purple than the first girl.  She has golden earrings with chains, and wears a little ciruclar pendant on a fine chain around her throat.  Her top is also skimpy and scoop-necked.  It's white. 

   If I use hte first girl, she'll have a more cheerful personaltiy--with a somewhat manic apreciation of science and daredevil attitude.  The seocnd girl--with that tatoos--will probably be more quite and introspective, with more sadness in her life.  (Not emo though!) 

Offline PhantomPistoleer

Re: PF-erized Expedition to Castle Ravenloft
« Reply #15 on: January 17, 2016, 10:23:11 AM »
If we're voting:  I like the first image, but the second image's personality.

Online TheGlyphstone

Re: PF-erized Expedition to Castle Ravenloft
« Reply #16 on: January 17, 2016, 10:41:13 AM »
Likewise.

Offline Blinkin

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Re: PF-erized Expedition to Castle Ravenloft
« Reply #17 on: January 17, 2016, 11:37:04 AM »
*chuckles* I was going to say.... wait... reverse that...

I like the sound of the second girl, more period to me, but the first story nugget.

I figure that at least one person in the party should keep an upbeat and irreverent attitude in the face of horrors... at least until it overwhelms her. I shot for a woman who had tradegy in her life, but didn't let it keep her down in the end; a zest for life that simply refused to die.

And some life experience too

On a side note, if background skills were employed, it would go quite a ways to making the characters more interesting and adding to the story, IMHO. It'll also give Lydia a little broader skill base for all of those potential knowledge opportunities. ;) 12 background points can buy a fair amount of knowledge and language skills.

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Re: PF-erized Expedition to Castle Ravenloft
« Reply #18 on: January 17, 2016, 11:44:32 AM »
Places a marker for my Paladin (Can't go wrong with more holy characters in anything remotely Ravenloft). But I'll be using the Multiclass Variant rules from Unchained and take Oracle as my second class.

Offline PhantomPistoleer

Re: PF-erized Expedition to Castle Ravenloft
« Reply #19 on: January 17, 2016, 11:46:25 AM »
On a side note, if background skills were employed, it would go quite a ways to making the characters more interesting and adding to the story, IMHO. It'll also give Lydia a little broader skill base for all of those potential knowledge opportunities. ;) 12 background points can buy a fair amount of knowledge and language skills.

What are background skills, anyways?

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Re: PF-erized Expedition to Castle Ravenloft
« Reply #20 on: January 17, 2016, 12:32:02 PM »
Background Skills are a rule variant introduced in Pathfinder Unchained where you can get skill points to apply to Appraise, Craft, Handle Animal, Linguistics, Perform,
Profession, and some Knowledge specialties. This is supposed to help flush out the character and make them something more than the basics of their class.

For example, a paladin seminary might require a cadet to learn a useful profession aside from wielding a sword and acting in the best interests in the faith. This is done to give the cadet a means of staying in touch with the very people he is meant to protect and convert. (Character then earns Background skill points for a profession.)

Usually the GM limits the number of background skills a character can get. For home games, I usually allow two (three if the player can REALLY sell me on it).

Offline PhantomPistoleer

Re: PF-erized Expedition to Castle Ravenloft
« Reply #21 on: January 17, 2016, 12:38:53 PM »
Background Skills are a rule variant introduced in Pathfinder Unchained where you can get skill points to apply to Appraise, Craft, Handle Animal, Linguistics, Perform,
Profession, and some Knowledge specialties. This is supposed to help flush out the character and make them something more than the basics of their class.

For example, a paladin seminary might require a cadet to learn a useful profession aside from wielding a sword and acting in the best interests in the faith. This is done to give the cadet a means of staying in touch with the very people he is meant to protect and convert. (Character then earns Background skill points for a profession.)

Usually the GM limits the number of background skills a character can get. For home games, I usually allow two (three if the player can REALLY sell me on it).

Oh.  I think there was something similar in Mutants & Masterminds 2E where characters were given background skills based on their occupation.  I really liked the concept.  I would always play high-school heroes a la Spider-Man who had +4 ranks in Knowledge (Mathematics).  My girlfriend at the time would always do something fun like Knowledge (Fashion Trends).

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Re: PF-erized Expedition to Castle Ravenloft
« Reply #22 on: January 17, 2016, 01:12:24 PM »
I'm a big fan of background skills, 'cause you know, i always want a character with ranks in craft, or 'fluff" knowledges, but the points are just never there to go around.

Also a fan of the fractional advancement rules. The "Variant multiclassing" just seems like a waste to me, but i guess some people like it  :-) Works best with classes that either get a lot of feats or feat analogues (Fighter, rogue) or that just don't need many feats (All a Witch ever needs is extra hex and maybe Extend Spell)

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Re: PF-erized Expedition to Castle Ravenloft
« Reply #23 on: January 17, 2016, 01:15:03 PM »
Fractional Advancement is just too confusing. The Variant Multiclassing is simple and straightforward.

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Re: PF-erized Expedition to Castle Ravenloft
« Reply #24 on: January 17, 2016, 01:23:02 PM »
Kiera Felldrake


Warrior of the Light Archetype
Power of Faith (Su)

At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.

At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.

At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated.

At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).

At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.
Shining Light (Su)

At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels.

This ability replaces aura of faith.

Grayflame Weapon Enhancement
Grayflame


Price +1 bonus
Aura moderate transmutation; CL 6th; Weight —
DESCRIPTION

This weapon responds to channeled positive and negative energy.

When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon's enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon's extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon's extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction. This special ability can only be placed on melee weapons.
CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, Channel Smite, align weapon; Cost +1 bonus

« Last Edit: January 25, 2016, 02:06:29 PM by Pockets »